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Magic site ideas
Hey
I've got some ideas regarding magic sites. Some of effects I propose don't need new magic sites, just add them to existing ones. * site causes constant battlefield enchantment. All battles fought in that province are affected by an enchantment. Examples: Mist, Rain, Storm, even Darkness(very rare). Mist-covered Highlands should cause permanent mist. * Fountain of Youth I'm 100% sure it wasn't in Dom2 :-). Can be entered to make the commander younger. * PD suplement This kind of magic site adds some units to province defence. Works only if discovered. It could be phantasmal warriors, horned serpents, anything. Bonus points if it adds some obscure and rarely used summons. |
Re: Magic site ideas
A site that casts a spell in the beginning of every battle could be used to cast mist, rain or similar, for battlefield effects, or to cast a summon, for PD supplement. It was suggested a long time ago, but hasn't been added.
That's about the only thing I'd like to see as far as magic sites go. Mod commands for NON-capital recruitment would be fantastic, and much more feasible as well. |
Re: Magic site ideas
I'd just like some moddable site commands: (apologies if its there, haven't looked since 3.??)
Things like: #Site: Site Name #Entry: M:<Mage Path Required to get benefit> S:<Special requirement to enter such as: N: Nation Number A: Stealthy[Stealth# to enter]; Flying, Amphib S: Stat[#] to Enter, such as Leadership 10 C: Commander type to enter (Wiz,Priest,Scout) #Gems: Gem{Type, Number} granted per turn #Difficult: Rarity and difficutly to find the site #Spell Cast: (Spell number cast per turn) #School Bonus: Conjuration 20, for example #Unit Summon: Unit # #Unit Recruit: Unit # #Scale (Which Dominion Spreads...) My .02 Interesting Locations: Lake of the Sirines: Any Leader May Enter to gain a magic enhancement to his weapon. (or get a magic weapon: think Excalibur). Thieves guild: Very hard to find. Stealthy requird = ). Any unit may enter to gain stealthy. Unit with stealthy increases +1 per turn. Assassins Guild: Very hard to find. Assassin may enter to perform a hit via guild agents in any territory on the board. Random commander in territory targeted. Gate: Any unit may enter any gate - and come out any other territory with a gate. Time Wrinkle: Any commander that enters immediately becomes lost in space and time. However, he does not age, become diseased, or be targetted by spells. Will return (per lit) except to a map location in your dominoin. Also confers +1 Astral, and spreads Dominion. Void Gate: Enter: You die. Who says all locations have to be good? |
Re: Magic site ideas
All I want is mod commands to add sites to the list of sites randomly placed by the game which can have units recruited from them. That would be huge - imagine a random site that let you recruit Slave Giants or Warpfire Throwers or even interesting basegame units.
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Re: Magic site ideas
'tis be a random "happy birthday B0rsuk" bump.
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Re: Magic site ideas
Hey, since you mentioned Fountain of Youth, I started thinking an El Dorado or City of Gold magic site would be fun, since Dominions 3 seems to reference so much mythology, why not add a bit more? El Dorado myths were discussed quite thoroughly in my history class and they were pretty interesting. But then again maybe gold is a somewhat boring commodity in Dominions, maybe something like powerful magical artifacts (made of gold, of course!) would be a more interesting prize.
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Re: Magic site ideas
There are already two 'Adventure' sites where you can get gold or magic items, including artifacts. But I agree, it would be nice if you could mod more in.
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Re: Magic site ideas
vfb:
You can rather find death and horrors there http://forum.shrapnelgames.com/images/smilies/happy.gif Even SCs have small chance to survive. |
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Re: Magic site ideas
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Once I figured that out, I did get some nice items out, including a duplicate artifact. |
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